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  2. Syntax diagram - Wikipedia

    en.wikipedia.org/wiki/Syntax_diagram

    The representation of a grammar is a set of syntax diagrams. Each diagram defines a "nonterminal" stage in a process. There is a main diagram which defines the language in the following way: to belong to the language, a word must describe a path in the main diagram. Each diagram has an entry point and an end point.

  3. Nassi–Shneiderman diagram - Wikipedia

    en.wikipedia.org/wiki/Nassi–Shneiderman_diagram

    A Nassi–Shneiderman diagram (NSD) in computer programming is a graphical design representation for structured programming. [1] This type of diagram was developed in 1972 by Isaac Nassi and Ben Shneiderman who were both graduate students at Stony Brook University. [2] These diagrams are also called structograms, [3] as they show a program's ...

  4. Java (programming language) - Wikipedia

    en.wikipedia.org/wiki/Java_(programming_language)

    Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible. It is a general-purpose programming language intended to let programmers write once, run anywhere ( WORA ), [16] meaning that compiled Java code can run on all platforms that support Java without the ...

  5. Java syntax - Wikipedia

    en.wikipedia.org/wiki/Java_syntax

    Java syntax. The syntax of Java is the set of rules defining how a Java program is written and interpreted. The syntax is mostly derived from C and C++. Unlike in C++, in Java there are no global functions or variables, but there are data members which are also regarded as global variables. All code belongs to classes and all values are objects.

  6. Bridge pattern - Wikipedia

    en.wikipedia.org/wiki/Bridge_pattern

    Bridge pattern. The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently", introduced by the Gang of Four. [1] The bridge uses encapsulation, aggregation, and can use inheritance to separate responsibilities into different classes .

  7. Comment (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Comment_(computer_programming)

    Comment (computer programming) An illustration of Java source code with prologue comments indicated in red and inline comments in green. Program code is in blue. In computer programming, a comment is a programmer-readable explanation or annotation in the source code of a computer program. They are added with the purpose of making the source ...

  8. Class diagram - Wikipedia

    en.wikipedia.org/wiki/Class_diagram

    In software engineering , a class diagram [1] in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling.

  9. Memento pattern - Wikipedia

    en.wikipedia.org/wiki/Memento_pattern

    The memento pattern is a software design pattern that exposes the private internal state of an object. One example of how this can be used is to restore an object to its previous state (undo via rollback), another is versioning, another is custom serialization. The memento pattern is implemented with three objects: the originator, a caretaker ...